Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Polygonization of implicit surfaces
Computer Aided Geometric Design
A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Octrees for faster isosurface generation
ACM Transactions on Graphics (TOG)
Fast isocontouring for improved interactivity
Proceedings of the 1996 symposium on Volume visualization
Contour trees and small seed sets for isosurface traversal
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Circular incident edge lists: a data structure for rendering complex unstructured grids
Proceedings of the conference on Visualization '01
A Near Optimal Isosurface Extraction Algorithm Using the Span Space
IEEE Transactions on Visualization and Computer Graphics
The Lazy Sweep Ray Casting Algorithm for Rendering Irregular Grids
IEEE Transactions on Visualization and Computer Graphics
Speeding Up Isosurface Extraction Using Interval Trees
IEEE Transactions on Visualization and Computer Graphics
Hardware-Accelerated Reconstruction of Polygonal Isosurface Representations on Unstructured Grids
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Visualization of grids conforming to geological structures: a topological approach
Computers & Geosciences
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-time tessellation of terrain on graphics hardware
Computers & Geosciences
Efficient isosurface extraction using marching tetrahedra and histogram pyramids on multiple GPUs
PPAM'11 Proceedings of the 9th international conference on Parallel Processing and Applied Mathematics - Volume Part II
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Visualizing large unstructured grids is extremely useful to understand natural and simulated phenomena. However, informative volume visualization is difficult to achieve efficiently due to the huge amount of information to process. In this paper, we present a method to efficiently tessellate on a GPU large unstructured tetrahedral grids made of millions of cells. This method avoids data redundancy by using textures for storing most of the needed data; textures are accessed through vertex texture lookup in the vertex shading unit of modern graphics cards. Results show that our method is about 2 times faster than the same CPU-based extraction, and complementary with previous approaches based on GPU registers: it is less efficient for small grids, but handles millions-tetrahedra grids in graphics memory, which was impossible with previous works. Future hardware evolutions are expected to make our approach much more efficient.